-- $Id: //depot/Projects/StarWars/Run/Data/Scripts/Evaluators/OpeningMovesRelevant.lua#6 $ --///////////////////////////////////////////////////////////////////////////////////////////////// -- -- (C) Petroglyph Games, Inc. -- -- -- ***** ** * * -- * ** * * * -- * * * * * -- * * * * * * * * -- * * *** ****** * ** **** *** * * * ***** * *** -- * ** * * * ** * ** ** * * * * ** ** ** * -- *** ***** * * * * * * * * ** * * * * -- * * * * * * * * * * * * * * * -- * * * * * * * * * * ** * * * * -- * ** * * ** * ** * * ** * * * * -- ** **** ** * **** ***** * ** *** * * -- * * * -- * * * -- * * * -- * * * * -- **** * * -- --///////////////////////////////////////////////////////////////////////////////////////////////// -- C O N F I D E N T I A L S O U R C E C O D E -- D O N O T D I S T R I B U T E --///////////////////////////////////////////////////////////////////////////////////////////////// -- -- $File: //depot/Projects/StarWars/Run/Data/Scripts/Evaluators/OpeningMovesRelevant.lua $ -- -- Original Author: Steve_Copeland -- -- $Author: Brian_Hayes $ -- -- $Change: 25932 $ -- -- $DateTime: 2005/09/05 11:53:29 $ -- -- $Revision: #6 $ -- --///////////////////////////////////////////////////////////////////////////////////////////////// require("PGBaseDefinitions") function Clean_Up() -- any temporary object pointers need to be set to nil in this function. -- ie: Target = nil end function Evaluate() -- DebugMessage("%s -- Evaluating.", tostring(Script)) -- This can't be done by an XML perception because it's a global perception that -- needs to examine targets in a generic/portable way. -- Using the Reachable_Target function not because we care about reachability, but -- because it's a FindTarget variant that doesn't require a task force parameter (which we don't have). -- If there is not an enemy presence on one of the opening moves planets if not FindTarget.Reachable_Target(PlayerObject, "Opponent_Present_On_Rush_System", "Friendly | Enemy | Neutral", "Any_Threat", 1.0) then -- DebugMessage("%s -- No enemy presence at a rush system.", tostring(Script)) -- And if there is at least one rush system which we don't own if FindTarget.Reachable_Target(PlayerObject, "Unowned_Rush_System", "Enemy | Neutral", "Any_Threat", 1.0) then DebugMessage("%s -- At least one rush system unowned by us.", tostring(Script)) GlobalValue.Set(PlayerSpecificName(PlayerObject, "OPENING_MOVES_UNDERWAY"), 1.0) return 1.0 end end GlobalValue.Set(PlayerSpecificName(PlayerObject, "OPENING_MOVES_UNDERWAY"), 0.0) return 0.0 end